@FrancisCoulombe Proof-of-work solves the Sybil attack problem: where an agent spams votes in the system to cause a fork (split brain). In POW, compute=votes. One can use ownership stake as the vote limiter instead, or something else to get around power usage. There are trade offs in either case.
The Other Adventurer 3D v1.1 has been released: https://t.co/0iXAJyva1K
Fixes the problems with the original jam version. Adds some new features too. Get your retro dungeon crawling fps fix. #TOJam#TOJam2020
@Hunted95 @MkFreak1992 Mac and Linux have it as well. It can be turned on with the --accessibility argument on the command line, or using a button sequence (basically just navigating the menu and turning it on at the moment).
@PatTheNESpunk#CUPodcastTopics RetroArch adds accessibility feature for blind gamers. Uses Text-to-Speech for menu navigation, along with the previously released AI Service. Article and video of blind player using it here: https://t.co/0ijiuzcE6P
@ianhamilton_@libretro@devinprater It's already in the currently nightly build. The next stable release should be in a few days time if everything holds up I think.
@blindndangerous Powershell is probably the issue then. There are some suggestions for speeding it up here: https://t.co/9j6CiAyvFF
You can try some and see if they work. Be sure to retry the command a few times in the command line to see if it will be faster when it caches things.
@blindndangerous What the code does is just the same as running something in the command line. It's basically this:
PowerShell -Command "Add-Type –AssemblyName System.Speech; (New-Object System.Speech.Synthesis.SpeechSynthesizer).Speak('hello');"
Is that slow to speak on these machines?
@blindndangerous@Goldfingas@AtherJammoa What platform are they on? I know that on some platforms it can take a little while to start at first due to caching, but it should speed up after a few calls. On windows it uses powershell to run a basic script to get the narrator to speak a phrase. Maybe that is being slow?
@blindndangerous@devinprater@blindbargains@RangerStation The build should be working now. You may see some problems doing a fresh git pull command because of a rebase, so it's probably easiest to delete the RetroArch folder and then do the git clone command again, and then rebuild.
@devinprater@blindndangerous@blindbargains@RangerStation It looks like the windows build is broken. I added some new feature for it, but I haven't tested them on windows yet. I should be able to get it working again shortly.
@pitohui The nightly build has support for hardware cores now, and should be a bit faster now. The Ztranslate service has an ocr page to help you pick up text in some cases. Offline packages still in development.
@MaAlexandreRJ@libretro It's going to have a speed increase for the direct url link case (where there's no local vgtranslate running). Speech mode should also work for hardware cores that support screenshots in that release too. Image mode for hardware cores is harder though and will take more time.
@Nexus71c It could be a permissions issue. Maybe, if you run RetroArch as Administrator, then when it saves your config, the files are owned by the Administrator user, and can’t be changed by other users. Check to see what user permissions are on the config files.
@scatterkeir @PixelGuff @NikkiAndBunty@Lord_Arse The write up was more complex than intended, since there are three different ways to set it up with different pros and cons. The simplest way is to follow just steps 3.0 and 4.0 .
If you have any problems, you can ask on the RetroArch discord's #ai-service channel.
@Randy_Au Fan translations are similar in terms of ethical problems. In terms of this technology though, using machine translations are just the first step. Why not combine this with curated translations? That would allow for even console games to be easily fan translated.
@Transmitter51 Not sure if you were able to set it up, but you can join the Retroarch discord's #ai-service channel for help setting it up. You're probably using a core that uses a hardware buffer, which is not supported yet. The pcsx rearmed, or beetle PSX cores should work.